Pacific Coast Highway opens with a jaunty piano tune that sets the tone for some lighthearted fun. There seems to be some sort of tortoise-and-the-hare theme, as your lives are represented by bunnies and you always need to land on a green rabbit on the other side. Pacific Coast Highway looks inviting with its colorful graphics and nicely-rendered police cars. Under closer scrutiny however the animation looks a little jerky. The first few stages are pleasant enough, but laggy controls take their toll in advanced stages.
When you die, a cute animated sequence shows your turtle being taken away in an ambulance. You have to respect California's progressive health coverage which apparently extends to amphibians (in video games no less). One thing I hate is how you can't start hopping in a new stage until after the musical interlude is complete. Equally annoying is how the median strips move and sometimes even change directions! Pacific Coast Highway may serve its purpose (whatever the hell that is) but once you start counting the ways it's inferior to Frogger, it starts to lose its appeal. © Copyright 2014 The Video Game Critic.
There are three stages, each containing 16 treasures that are conveniently represented by icons across the top of the screen. Each stage is composed of a set of contiguous screens with their own distinct layouts and hazards. The graphics are clean and colorful, with walls adorned with interesting Egyptian hieroglyphics. In addition to collecting treasures, you'll also want to avoid a wandering pharaoh, mummy, and a "winged avenger" that transports you to random spots (a la Adventure).
Pharaoh's Curse is generally fun, but two flaws frustrated me to no end. One is the whole "trap" system. Traps are visible and triggered momentarily after they are touched. In general they are easy to avoid, but many are dangerously situated at the end of elevators, leading to many undeserved deaths. I do find it entertaining that the mummy and pharaoh also fall victim to these traps - you'd think they'd know better. The second annoyance is the fact that the pharaoh and mummy can actually shoot at you! Huh?! What could they possibly be using, a slingshot?! That's bogus! Pharaoh's Curse is hard, probably too hard for novices, but determined gamers may find this little adventure hard to quit. © Copyright 2004 The Video Game Critic.
Loading the cannons seems tedious at first; you must click on the powder, push rod, cannonballs, and brush in a specific order. But once you get the hang of it, it becomes second nature. Enemy ships make several passes at different distances, making precise trajectory targeting a challenge. Once a ship is disabled, you have the option of reading the captain's log (which provides clues about trading and buried treasure) or claiming the ship's bounty.
Although primarily a sea battle game, you also strategically move between ports along the North African coast. You can trade goods and make repairs, but your ultimate goal is to defeat the evil "Bloodthroat", who has kidnapped your daughter. Pirates of the Barbary Coast looks terrific. Although most of its screens are static images, these are nicely illustrated.
The cursor control could use some work (click on the edge of a button and it won't register), but at least the arrow moves at a reasonable speed. I'm not crazy about having to flip the floppy disk between plays, but otherwise there's little to complain about. With good graphics and a nice mix of strategy and action, Pirates of the Barbary Coast is everything a pirate game should be. © Copyright 2005 The Video Game Critic.
The action is solid but familiar as you swing on vines, skip across crocodile heads, and scramble over tar pits that expand and contract. Swinging on the vines was a thrill back in the day and it's still a lot of fun. You can play the game by running to the left or right, and going left is much easier. Not only do you run "with" the rolling logs, but when you die you're dumped on the left side of the screen, bypassing any hazards. Sometimes I opt to go to the right to show people what a tough guy I am. The action is a little repetitive but it's all worthwhile when Harry snags a shiny gold bar, bag of cash, or diamond ring.
I never go the underground route because there's no loot down there, and you know a brother's gotta get paid! You begin with 2000 points, unlike other versions where you start with zero (you can lose points by running into a log or falling into a pit). The game demands precision controls, and I'd personally recommend the Wico bat handle joystick. Pitfall is the same fun adventure we've always loved, but I can't shake the feeling Activision could have spiced this version up a little more. © Copyright 2019 The Video Game Critic.
I was a little bummed until an astute reader pointed out that this "Adventurer's Edition" includes a second level! It took me a while to uncover it, because you need to finish the game after collecting four key items: Rhonda, the ring, the rat, and Quickclaw. Once you do, a portal appears to a whole new world! This second level is far more expansive and challenging, mixing elements from the first level in some very imaginative (and tricky) ways.
Oh and did I mention all the animals have gone buck-wild? Oh yeah, the bats swoop erratically, giant ants scurry back and forth, and the frogs are hopping around freely. If you ever wondered what Pitfall 3 would have been like, this will probably give you a pretty good idea. There's a lot of shiny gold bars to be uncovered in Pitfall 2, but this cartridge is the real treasure. © Copyright 2011 The Video Game Critic.
The gameplay is repetitive-to-the-max as the same two cars approach again and again. You adjust your speed by moving up and down in the lower area. Collisions just weaken your tires, which turn colors to reflect their damage. The one thing Pitstop really has going for it is, well, its pitstops. Pulling into these areas takes you to a separate screen where you control a four-man crew (one at a time). It's fun to change the tires and fill up on gas in the pit, but it's not even necessary unless you're driving at least six laps.
Six laps is pretty long, especially considering the monotony of this game. And you're not even really racing anyone - the game is just an extended time trial. I wasn't having much fun with this, and my opinion took a nosedive when I noticed that the guard rails on some of the tracks didn't even line up with the road. Ugly! I usually enjoy Pitstop games but this is the weakest version I've played by far. © Copyright 2011 The Video Game Critic.
On paper the game may not seem particularly impressive. Its tracks are all completely flat with the same blue mountain scenery. The cars are blocky as hell and the signs on the side of the road are completely blank, suggesting you might be heading in the wrong direction!
But when it comes to pure racing fun Pole Position earns the checkered flag. Its fluid scaling and animation convey a breakneck sense of speed. The controls are the complete reverse of what I expected; acceleration is automatic with the fire button used to brake. It sounds so odd yet feels extremely comfortable and works like a charm.
The steering is remarkably good considering the digital controls. You can nudge the joystick for fine adjustments or hold it for a sharp, desperation turn. I appreciate how running up on the shoulder only slows you down, making it easier to remain on the track.
Pole Position gets seriously intense when it comes to passing on crowded turns with little room to spare. I love the idea of beating a timer each lap to keep the action going. This adds tension, especially when you roll over the finish line just as time expires.
Unlike the arcade version you can select between three tracks and choose the number of laps, making this feel more like Pole Position 1.5. After each race you receive bonus points for time and cars passed. Pole Position is a testament to the Atari classics. Sometimes less is more, and sometimes it's a lot more. © Copyright 2023 The Video Game Critic.
I love how the wolves hit the ground with a satisfying thud. There's also a "chunk of meat" that periodically appears that can be used to knock down several wolves at once. Actually, the meat looks more like a white bone, but that's beside the point. You also need to dodge stones the wolves toss at you.
In the second stage, the wolves float up from the ground on balloons, and if enough wolves reach the cliff above, they'll drop a boulder on your head, which is not cool. There are also two bonus screens as well. The gameplay requires ample skill and technique, but it's the graphics that really make the game so appealing.
The bright, sharp scenery is bursting with color and detail. You can see piglets on the top of the screen hoisting your basket or bobbing their heads to the harmonized music. The cheerful melody and whimsical graphics are impossible not to like. Is there anything wrong with this game? Well, with five lives, it is a bit on the easy side, but this is still the best version of Pooyan you'll find outside of the arcade. © Copyright 2004 The Video Game Critic.
The opening screen is a series of platforms and steps, and since there's water along the bottom I assume it's at the docks. They don't call Popeye a "sailor man" for nothing. Olive Oyl tosses hearts from the top which Popeye must gather while avoiding that hulking bully Bluto. He's the only villain I'm aware of that can reach up or down to grab you from another platform, and it's kind of scary! You can drop a beehive onto Bluto's head if you get the timing right.
The second screen is more interesting with city buildings and an alluring blue color scheme. On the far left is a seesaw you can hop on to propel you to the top platform. The third screen features a pirate ship, and since not all home versions had this screen, it was considered a pretty big deal in 1983. I'll never forget this childhood conversation: "Hey I got Popeye for my Atari!" "Yeah but does it have the pirate ship?"
Once per screen Popeye has an opportunity to eat a can of spinach (not rendered in green, sadly) and turn the tables on Bluto as a rousing rendition of the Popeye theme plays. You only need to touch Bluto in your "enraged" stage to send him flying, but it would be far more satisfying if you had to punch him.
Each stage has its own simple little tune and it won't take long before you find yourself humming along. Popeye for the Atari XE is good clean fun. Compared to the arcade, this may fall a bit short in terms of graphics but not in terms of charm. And yes - it does have the pirate ship, Bernie! © Copyright 2022 The Video Game Critic.
The controls are awful. You need to press against the right edge of the screen to scroll, but then you can't see what's coming! Worst yet, your ship has a tendency to lurch forward and slam into a nearby wall. Early on you encounter a few laser gates that are easily destroyed with your rapid-fire cannon. Your weapon is the best part of the game but it's wasted. After flying over some pyramids you see tiny people standing around buildings.
An invincible alien craft moves in from the right, methodically abducting the poor slobs and depositing them into a nearby volcano. Your job is to transport the people to safety, and perhaps catch a few falling to their deaths (fat chance because that's pretty [expletive] hard). The tedious process of transporting one person after the next feels like busywork. If you're still playing beyond that point, you'll find yourself repeatedly knocked out of the sky by cheap laser beams.
After your ship tumbles to the ground a little ambulance zooms across the bottom of the screen to haul you off. That's cute but not cute enough to change my opinion of this trainwreck of a game. Synapse produced some quality software for the Atari, but I guess Protector was released before they knew what they were doing. © Copyright 2016 The Video Game Critic.